- Clipboard support
- Text will now wrap when a word is longer than the width of the destination rect (doesn't just apply to text fields, but is most relevant there)
- Edit menu stub added in scenario editor code
- Rich text keys (eg cut, copy, paste, select all) are no longer processed by the dialog itself; only the text field processes them; this just means that if they were set as button equivalents they would no longer work (you'd have to set the raw equivalent instead, eg ctrl+C instead of copy).
- Text fields now rely on SFML's TextEntered event for actual input - the practical result of this is that your keyboard layout is honoured (though non-ASCII characters just display as boxes).
- In a similar vein, shift is not auto-applied to the input keys, so you'd have to set shift+2 instead of @ as the key equivalent (this actually fixes some stuff, such as in the spellcasting dialog, since I was already setting shift+2 instead of @).
- Preset animated graphics now start at 960 instead of 400, due to all the new preset terrains from the previous commit running into their range.
- Tore out some optimization in the automap drawing, because it made it harder to figure out why it wasn't working
- Both game and editor now use the larger 12x12 map graphics, and fall back to shrinking down the 28x36 terrain graphic if no map graphic is set
- Upon loading an old scenario, map graphic is automatically set the same as the main graphic if it's a preset graphic; for custom graphics it's set to none
- Scenario now has three zoom levels for mini-map - the original in which the entire town is visible, a slightly closer one that matches the in-game view, and a large one using the 12x12 map graphics at full size.
- Fix some map patterns having the wrong bounding rect
- Graphics (and sounds) now included in the project by folder reference, so that I don't need to manually every new sheet to the project
- Town set attitude for affecting single creature, adapted from Windows code; technically redundant, but maybe handy
- If numeric response
- Print nums (for debugging)
- SDF arithmetic - add, subtract, multiply, divide, exponentiate
- Store random to SDF (adapted from Windows code)
- Display picture (inspired by Windows code, but the implementation is completely different and totally incompatible)
- Includes new status effect images for the forcecage and for hypothetical inverses of dumbfound and magic resistance, as well as icons for the whole-party statuses.
Also some bugfixes and stuff:
- Fix specials sometimes being run twice in a row
- Holding Control while clicking Create also makes a debug party (as an alternative to holding Command)
- Fix "How Many" popup being non-dismissible
- Reduce loading time spent on checking for missing opcodes
- LED groups now trigger their own click handler in addition to the clicked LED's click handler (provided the latter returns true). If the handler returns false, the click has no effect.
- LED groups now cancel the selection change if their focus handler returns false; this mimics the behaviour when an individual LED's focus handler returns false.
- Move the dialog getResult() definitions inline - since there's only two of them now that I'm using boost::any, having them in a separate file is pointless.
- Changed how the pict choice dialog returns its result - now it returns only whether the user clicked cancel and provides getters to obtain the number and type.
- Pict and string choice dialogs now hide the arrow buttons when there is only one page of options.
- Fix pict choice dialog always returning the initially selected value (similar to how the string choice dialog did before I fixed it)
- When passed an invalid starting selection, the pict choice dialog now always starts with the first icon selected
- Fix wrong bounds for several typs of custom graphics in dialogs
- Fix wrong /source/ bounds for custom 28x36 graphics /everywhere in the game/.
- Fix select PC graphic dialog having a second page with an invalid graphic that can be selected.
- Warnings completely suppressed for the included TinyXML and gzstream libraries
- Parentheses warnings are now errors, since there were several that looked like bugs
- Ditto for dangling else warnings
Some of these warnings were actually bugs:
- Town wandering monsters would have never spawned, because the code to do so was accidentally nested within a check for overall_mode == MODE_OUTDOORS
---> boe.monster.cpp, lines 105-137
- Monster's behaviour with respect to elemental fields did not correctly depend on their immunities (this is the same precedence issue Sylae messed up fixing in the Windows code)
---> boe.monsters.cpp, lines 345-359
- Display of damage blocked by armour appeared to be incorrect (needs verification)
---> boe.newgraph.cpp, line 1079
- Three-choice dialogs probably weren't dealing with unusual button types correctly, though that's a minor point since they aren't expected to use such buttons
Ideally this would be standard C++, but here I've settled for things that should be supported by both clang and VS/cl.exe:
- Deprecated attribute retained, but now uses __declspec syntax
- Packed attribute replaced with pragma pack, except one instance where it unnecessary
- Aligned attribute replaced with explicit padding bytes inserted in the structs where needed
- Unused attribute simply removed (though where possible, the unused entities were also removed)
- Defaults to order of definition in file
- tab-order attribtue can be set to a postive number to force towards the start, or a negative number to force towards the end
- All Carbon code is gone
- Many dialogs converted; some are still left unimplemented since they still need to be converted
- Menus converted to a xib file
- The giant arrays specifying the configuration of the special node dialog for each special node type have been replaced with maps and sets.
Changes to dialogs:
- pict choice dialog can now show picts of differing types; this was required for picking a monster graphic, as monsters of all sizes need to be shown in the same dialog
- string choice dialog can set the title, and properly shows the currently selected string
- LEDs now accept font format
- Fixed LED group's calculation of its rect
- Fixed LED group crashing if it has no selection
- Tabbing between text fields now works
- Fix display of larger monster graphics in dialogs
- Fix the script element content showing in the browser preview
- Spell targeting line and array draws nicely, though not the same as the original
- Fix targeting falsely complaining about being off the edge of town
- Monster info dialog works properly; attacks now display correctly
- Fix dialogs always showing the wrong terrain or monster graphic
- Spell menus, monster menus, and PC editor item menus all work
- Spellcasting dialog now chooses the correct spell
- Fix out-of-place LED in spellcasting dialog
- Fix cursor turning into a sword during universe shifts
- Hide cursor along with menubar during splash screen
- Add watch cursor, used during splash screen
- Properly restore cursor after a dialog
- Use sword cursor for dialogs
- Show ibeam cursor in dialog text fields
- Move everything cursor-related out of graphtool